For the things that don't require any 2DA changes, it'll be nice if someone put together an ERF of blueprints and then stuck it on the vault, with appropriate properties, categories, and maybe even a comment or two about the dodgy ones.
This is some exciting work, just don't want to see it forgotten. (again).
NWN2 Hidden Content
Started by
Dann-J
, Aug 26 2012 11:01 PM
#26
Posted 04 September 2012 - 02:45 AM
#27
Posted 04 September 2012 - 05:43 AM
Can I suggest Dann copies the whole original thread into the how to sticky?
PJ
PJ
#28
Posted 05 October 2012 - 06:21 AM
Hmmm, I just put the fireplace in and I have mixed results.
It appears on the appearance list and appears in game but only if I assign the appearance to an existing placeable. I cannot move it in game nor can I assign it to a blueprint and bring it into the area. If I try to either of those I get a message which effectivly crashes the toolset. I can try to post it later but if anyone has any idea in the meantime?
The game runs okay with the model in the area.
Its an odd one to me but then this is the toolset .... most of it is odd to me
PJ
It appears on the appearance list and appears in game but only if I assign the appearance to an existing placeable. I cannot move it in game nor can I assign it to a blueprint and bring it into the area. If I try to either of those I get a message which effectivly crashes the toolset. I can try to post it later but if anyone has any idea in the meantime?
The game runs okay with the model in the area.
Its an odd one to me but then this is the toolset .... most of it is odd to me
PJ
#29
Posted 31 December 2012 - 03:47 AM
There are four shield models that don't get used in the game (they don't follow the proper shield naming conventions):
w_she_metal03 (matches the standard shield icons)
w_she_steel01 (actually a wooden shield)
w_she_steel02 (another wooden shield)
w_she_wood01 (round wooden shield with metal reinforcing - like a norse shield)
I cloned them using the correct naming convention (w_she_large[number]), and they don't look too bad. Some of the shield icons were based on them.
Also - the model used in the flask-throwing effects (w_flask) is fully tintable, and doesn't look too bad when used as a placeable.
w_she_metal03 (matches the standard shield icons)
w_she_steel01 (actually a wooden shield)
w_she_steel02 (another wooden shield)
w_she_wood01 (round wooden shield with metal reinforcing - like a norse shield)
I cloned them using the correct naming convention (w_she_large[number]), and they don't look too bad. Some of the shield icons were based on them.
Also - the model used in the flask-throwing effects (w_flask) is fully tintable, and doesn't look too bad when used as a placeable.
#30
Posted 21 February 2013 - 11:55 PM
The tilesets 2da contains "Tree_Dungeon" in row 7, among the stock tilesets. There doesn't seem to be any other assets for this, so it looks like it was an abandoned official tileset.
#31
Posted 07 July 2013 - 10:40 PM
Is this oil lamp used anywhere?
PLC_MC_Oillamp
Also, there's this "machine", though without a texture it's hard to tell what it was supposed to be, aside from the giant gear at the bottom.
PLC_MC_Machine01
PLC_MC_Oillamp
Also, there's this "machine", though without a texture it's hard to tell what it was supposed to be, aside from the giant gear at the bottom.
PLC_MC_Machine01
#32
Posted 07 July 2013 - 10:55 PM
I noticed that oil lamp as well, while I was browsing lamp models to see how many could be converted into torches. I can't find any blueprints for it, and another oil lamp model was created for one of the expansions.
There also seem to be far more door appearance numbers than there are door blueprints. Some of them look pretty good too. The alternate numbers already show up in the appearance drop-down list for door objects, so all they'd need are some new blueprints.
There also seem to be far more door appearance numbers than there are door blueprints. Some of them look pretty good too. The alternate numbers already show up in the appearance drop-down list for door objects, so all they'd need are some new blueprints.
#33
Posted 11 November 2013 - 11:46 PM
RWS Deep Chasms includes a hidden third metatile similar to the cavern1 metatile, at least my tiles2da that covers every tileset does not include it. (Someone will now show me that that tile is there by default and my 2da is busted).
#34
Posted 12 November 2013 - 12:10 AM
I also only have two so maybe not
.
#35
Posted 13 November 2013 - 02:07 AM
File under missing content: There is no Shadow fortress tile TL_SF_DDXX_06.MDB, though there is an 07.mdb and the 2da states there are 7 of the ddxx type tiles.
#36
Posted 13 November 2013 - 09:05 PM
File under missing content: there is no Shadow Fortress tile TL_SF_SPR2_01.mdl, though spr1 and spr3-5 exist. Same with SPU2 and SPU4. TL_SF_STD3_01 is the first of the std tile line, there is no 1 or 2. TL_SF_STU2_01.MDB is the first of that line, there is no 1.
Edited by kamal_, 13 November 2013 - 09:54 PM.
#37
Posted 20 November 2013 - 10:47 PM
I have just given these placeables 80 lines on the wiki 19720 - 19800 and created blueprints for 20 of the ones that are not too badly borked to use.
PJ
PJ
#38
Posted 30 December 2013 - 11:25 AM
I have been digging around inside the toolset as part of the prugatorio update and I have come across some new content.
1. Merchant.

The new merchant is close to Merchant 01 (left) but the door is too low (tinted center). This is likley why the model was not used, however if you adjust z axiz to 1.1 (right) it is a nice addition to the set.
2. Merchant row.

I have found a new .dds asset for the merchant row. Left and centre are the current stock and right is the new texture. I like it the most but there is a problem as you can see. I am working on solving that but I need to learn more about modeliing first and may post for help on CC soon.
Even if I cannot fix it I will likely overwrite my stock content with it as I like it the most of the three.
Wish me luck I am going in.
PJ
1. Merchant.

The new merchant is close to Merchant 01 (left) but the door is too low (tinted center). This is likley why the model was not used, however if you adjust z axiz to 1.1 (right) it is a nice addition to the set.
2. Merchant row.

I have found a new .dds asset for the merchant row. Left and centre are the current stock and right is the new texture. I like it the most but there is a problem as you can see. I am working on solving that but I need to learn more about modeliing first and may post for help on CC soon.
Even if I cannot fix it I will likely overwrite my stock content with it as I like it the most of the three.
Wish me luck I am going in.
PJ
Edited by PJ156, 30 December 2013 - 11:26 AM.
#39
Posted 30 December 2013 - 05:13 PM
It's hard for me to tell with the small pic but I guess you're just missing the window packets?
#40
Posted 30 December 2013 - 05:30 PM
Ah yes, sorry it was not meant to be a quiz
It should say "there is a problem with the windows" as you can see.
The windows are missing. That model calls the windows from a different .dds file. It seems that when I copy the mdb in cloner it only call up the principle .dds resource and not the others,
The original .dds texture does have windows on it but i guess the separate window file is called because of the need for the glow map? None the less I would be happy just to use the portion of the main .dds as the texture file for the window.
I can apply a texture in gmax, but I do not know how to apply part of a texture.
I need to do some background learning but I would be happy to take help on this in the short term. Eleven models need windows. I am looking closely at the dock set this evening which rds have also re textured. I hope to find a hidden texture or two there. You never know your luck
PJ
The windows are missing. That model calls the windows from a different .dds file. It seems that when I copy the mdb in cloner it only call up the principle .dds resource and not the others,
The original .dds texture does have windows on it but i guess the separate window file is called because of the need for the glow map? None the less I would be happy just to use the portion of the main .dds as the texture file for the window.
I can apply a texture in gmax, but I do not know how to apply part of a texture.
I need to do some background learning but I would be happy to take help on this in the short term. Eleven models need windows. I am looking closely at the dock set this evening which rds have also re textured. I hope to find a hidden texture or two there. You never know your luck
PJ
Edited by PJ156, 30 December 2013 - 05:31 PM.
#41
Posted 30 December 2013 - 06:04 PM
<getting...>
To apply a part of a texture, edit the mesh and select the faces you want to adjust:

Here I want to adjust the arched window to the left...
After selecting the faces, add an Unwrap UVW modifier to the stack

...and hit the "Edit" button under parameters to open the UVW editor:

Zoom in on the vertexes you want to shift and knock yourself out :-)

<...graphic in GMax>
To apply a part of a texture, edit the mesh and select the faces you want to adjust:

Here I want to adjust the arched window to the left...
After selecting the faces, add an Unwrap UVW modifier to the stack

...and hit the "Edit" button under parameters to open the UVW editor:

Zoom in on the vertexes you want to shift and knock yourself out :-)

<...graphic in GMax>
#42
Posted 31 December 2013 - 12:39 AM
I reckon I can do that,
Thank you Rolo.
PJ
Thank you Rolo.
PJ
#43
Posted 31 December 2013 - 09:39 AM
That did not go as well as I hoped, I need to spend more time in gmax
. It will be worth doing when I have the time as I suspect from my poking around that all of the stock building sets have alternate texture sets, though the dock ones are close enough to the vanilla not to be worth the effort.
I have been rooting round the rural (PLC_BR) content this morning and found PLC_BR_CHURCH03 (onr for the post header DannJ)
It is the same as church 02 at first glance but it uses a different texture map. The roof in not precoloured and there are shingles not tiles. Basically church 02 takes the town hall textures and 03 takes a rural texture.
In the image the far church is church 02 (stock) in the middle chutch 03 with no tints and in the foreground church 03 tiinted up.

This will appear in update 02 of the placeables pack.
PJ
I have been rooting round the rural (PLC_BR) content this morning and found PLC_BR_CHURCH03 (onr for the post header DannJ)
It is the same as church 02 at first glance but it uses a different texture map. The roof in not precoloured and there are shingles not tiles. Basically church 02 takes the town hall textures and 03 takes a rural texture.
In the image the far church is church 02 (stock) in the middle chutch 03 with no tints and in the foreground church 03 tiinted up.

This will appear in update 02 of the placeables pack.
PJ
Edited by PJ156, 31 December 2013 - 09:40 AM.
#44
Posted 31 December 2013 - 05:52 PM
Looks good. To me that green tinted roof looks out of place on the church, so this will be a welcome addition.
Edited by rjshae, 31 December 2013 - 05:57 PM.
#45
Posted 06 January 2014 - 09:29 PM
Has anyone mentioned plc_mr_ruin_entrance? It seems to have been introduced with SoZ, but it's not in placeables.2da.

It lacks a walkmesh, so you can't easily walk down the steps. I was able to set it to environmental and scale one of the wooden stair placeables to fit it though.

It lacks a walkmesh, so you can't easily walk down the steps. I was able to set it to environmental and scale one of the wooden stair placeables to fit it though.
Edited by DannJ, 06 January 2014 - 09:30 PM.
#46
Posted 06 January 2014 - 10:07 PM
Nice, although an annoying camera problem may pop up going down that ramp.
Edited by rjshae, 06 January 2014 - 10:08 PM.
#47
Posted 06 January 2014 - 10:14 PM
The ramp is shallow enough not to affect the camera in Exploration Mode (unless you zoom right in). I can't vouch for other camera modes though.
Transitioning back out again might be annoying - but no more annoying than the average building placeable already is.
Transitioning back out again might be annoying - but no more annoying than the average building placeable already is.
Edited by DannJ, 06 January 2014 - 10:15 PM.
#48
Posted 07 January 2014 - 01:53 AM
Always nice to have more of these. Hadn't seen that one.
For the transition out, just place your destination waypoint at the top of the stairs.
For the transition out, just place your destination waypoint at the top of the stairs.
#49
Posted 07 January 2014 - 06:55 PM
Sweet, I will add that to the list. I have not much looked at the SoZ placeables yet 
Time to have a look see.
PJ
Time to have a look see.
PJ
#50
Posted 07 January 2014 - 09:37 PM
This is an odd one. Perhaps I am just being thick,
Can any one find the models in the toolset that have the ref:
PLC_MR_Wall_Shield01_X2 abd PLC_MR_Wall_Shield02_X2.
They take lines 2600 and 2602 on the 2da and should be described Wall_shield01_X2/02_X2 but I cannot see them in the drop down menu to create a blueprint. The texture file is taken from the gnome portal.
PJ
Can any one find the models in the toolset that have the ref:
PLC_MR_Wall_Shield01_X2 abd PLC_MR_Wall_Shield02_X2.
They take lines 2600 and 2602 on the 2da and should be described Wall_shield01_X2/02_X2 but I cannot see them in the drop down menu to create a blueprint. The texture file is taken from the gnome portal.
PJ





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